Infinite Dreams of Sled Dogs - a HungryColquhoun deck

Card draw simulator

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Derived from
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HungryColquhoun · 3325

Infinite Dreams of Sled Dogs

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Overview

This deck has the monster tempo of all infinite decks, but then layers on additional deck thinning to make going infinite even easier. Already a staple of infinite decks, Dream-Enhancing Serum pairs with Segment of Onyx and Sled Dogs to thin your deck by an effective 5 cards (Dream-Enhancing Serum means only the first copy of a card counts towards your hand limit, so all of your Sled Dogs and your Segments can sit benignly in your hand while only taking up 2 card slots). This strong combo means the essential core of this deck costs a measly 12 XP with In the Thick of It, so it can be run on practically any campaign.

For avoidance of doubt, while Pendant of the Queen is useful (typically replacing an out of juice Eon Chart), Sled Dogs are just deck filler and occasional emergency soak. While this may at first glance seem a little whacky, their role in thinning your deck and making you go infinite faster cannot be overstated. This makes it easy to have around 20 cards in your hand with Lab Assistant, given that Dream-Enhancing Serum also works on your other duplicate cards. The reason why 30 card Mandy was tabooed was her ability to access combos fast, and this is in essence a similar principle.

With your myriad/myriad-style cards triggering Dream-Enhancing Serum often, this leads to upward momentum in drawing your deck (further compounded with The World • XXI and Studious). Once your deck is fully drawn, you can infinitely loop with Cryptic Research, Cryptic Writings (for unlimited resources) and Working a Hunch/Shortcut/Scientific Theory (detailed more in Advanced Strategies below). In addition, you pull off a big free investigate actions using either Ursula's ability, Eon Chart or Cryptographic Cipher paired with Perception and Deduction. Scientific Theory as alluded to is your fast, free horror soak to mitigate the price of deck reshuffling, with two copies needed to go full infinite.

Outside of Pendant of the Queen and normal evading, Occult Lexicon gives enemy management with Blood-Rite (only play it when you need to so you can keep your deck lean, though again Blood-Rite is subject to the Serum after one deck cycle). One copy of Analysis ensures that you can always pass crucial tests so long as you have clues to spare. And... that's it! If I were to focus on one key selling point here, I'd say the very low experience cost to get this deck running is very, very good. Who would have thought Sled Dogs could be so useful...


Advanced Strategies

  • Dog Day Afternoon. The entire premise of this deck is the combo between Sled Dogs and Segments of Onyx with Dream-Enhancing Serum, which gives Harvey Walters levels of card drawing and thins your deck while it's at it (which in turn also makes triggering The World • XXI once per turn trivial). With Lab Assistant in play, Dogs + Segments make it very easy to have a hand of around 20+ cards, and this deck aims to have 7 assets in play at once giving you an ultra thin deck of just 6 cards. Once you play Pendant of the Queen and it's removed from the game, you can have more like ~18 cards in hand however now your deck is thinned of the Segments to compensate. To give credit where credit is due retrospectively I found this combo had been included in a couple of decks by bulaxy (link 1 and link 2), but importantly these weren't infinite decks.

  • The Card Hoover. The action-less card-drawing power of this deck in a single deck cycle is up to 13 cards (two from 2 x Dream-Enhancing Serum, potentially four from 2 x Perception on or investigate actions, one from The World • XXI and six from 2 x Cryptic Research). These action-less draws can exceed your deck size by a factor of 2, making a full draw of your deck not too tricky.

  • Going Infinite. When your deck is fully drawn, alternating between your Cryptic Research cards allows you to go infinite. Have one copy of Cryptic Writings in your draw pile every time to give infinite resources (so it's drawn and played with each Cryptic Research) and then you can squeeze in one other fast event every time (Working a Hunch or Shortcut) to maintain a deck of 3. Periodically your Scientific Theory soak will need resetting, so make sure you don't play a fast event on the turn when it's in your discard pile to keep your deck at 3. Call of the Unknown stays in play as a weakness and can also be soaked with Scientific Theory, meaning it won't interfere with your loops. Overall with every Cryptic Research you're drawing your other copy of Cryptic Research, a fast event or Scientific Theory, and getting resources through the Cryptic Writings trigger. You need two copies of Scientific Theory to make this fully infinite (so you can play one to soak horror while the other is in your discard pile), which is why two Scientific Theory • are in the starter deck courtesy of In the Thick of It.

  • Reset your Secrets. With two Cryptographic Ciphers and Pendant of the Queen for Eon Chart, it's easy to replace assets which have run out of secrets (which then get reshuffled and so maintain access to fast investigates).


What didn't make the cut

  • Other Seekers. I was going to wax lyrical about the pros and cons of all Seekers here, but this is long enough as it is! Simply put, Ursula has a weakness that doesn't stand in the way of you looping your deck and her once-per-turn ability is amazing when paired to Shortcut, Pendant of the Queen and Eon Chart - especially as a means to deploy Deduction and Perception. Plus, thematically, Sled Dogs make much more sense on a Wayfarer rather than a Professor!

  • Farsight. Farsight is built for this kind of deck, I would have to be crazy not to take it - right?! Well first of all it's XP, and secondly it's just providing a free event action (usually an investigate action through Seeking Answers, Burning the Midnight Oil, etc.) once per turn. While this is useful, I think keeping the deck cleaner and being able to run two Dream-Enhancing Serums concurrently is the better choice for going infinite quickly.

  • Extensive Research. This is nice but there's essentially no fat on this deck where this can be squeeze in. If you're very keen on it, you could replace Analysis and/or Deduction.

  • Fieldwork. Fieldwork plays very nicely with Ursula's ability, however it's another card to get into play and realistically a +2 boost on one action once per turn is a drop in the ocean if you're going infinite.


Campaign starter and planned progression

This is effectively a 30 XP deck with In the Thick of It, and I would say the essential core here only costs 12 XP - so it's very achievable. As a consideration for the starter deck, you can take Deep Knowledge over Preposterous Sketches but personally I don't like the tokens. It my be better to take two physical trauma on In the Thick of It with Call of the Unknown as your weakness, as with going infinite it comes up a lot and can be quite punishing (I also had Chronophobia when I played, so I wished I'd taken two physical rather than one of each!). Starter deck is directly below (and link here):

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A recommended order of XP purchases/upgrades is as follows:


Further upgrades and side deck

This deck is a pretty well-oiled machine, so there's not too much to suggest for a side deck. Other alternatives if you want to ditch Studious would be Pathfinder, Higher Education or Charisma (so you have both Jake and the Laboratory Assistant in play at once) - however I like the drawing power of Studious better.

In a similar vein, for XP rich campaigns Pathfinder, Charisma, Deduction •• or Higher Education would all be my picks to upgrade (with a dash of Eon Chart ••••). Originally I had upgraded Deduction in this deck over Studious, but I think Studious's ability to make combo assembly even easier is much better (and if you're going infinite, you don't need Deduction anyway because Working a Hunch gives clues for free).


Final thoughts

I've never "gone infinite" before and this was my first foray into the archetype - I now get the hype! I think the big (big) aspect of infinite decks is, even before you go infinite, the tempo here is damn ridiculous and made even better with Ursula's ability. It's hard to say what should be tabooed here if anything (Pendant of the Queen is already tabooed in the first place), so I'll leave that for FF to mull over. Hope you've enjoyed seeing another means to unlock infinite play!

16 comments

Jul 31, 2023 gByakko · 2

Even without the full combo, this deck concept looks pretty cool. Using the dogs as fodder for DES and the occasional emergency soak is a fun idea. As per a potential taboo, I think mutating DES would be the way to do it. All of the Seeker/Splash infinite decks I've seen rely on DES as a way to thin the deck. If it had a hard +2 max hand size (or at least not what it currently has), it would still fit in Big Hand decks without enabling infinites (or at least, not as easily).

Jul 31, 2023 Rolandironfist · 21

Honestly Working a hunch is a key part of a lot of infinites in being able to get clues. Anything thats fast and gains clues should just be limit once per round.

Aug 01, 2023 HungryColquhoun · 3325

@gByakko Thanks! Ursula is well known for her ability to rip through scenarios, so I guess this takes it to the nth degree. On DES, yeah I think this would be the most easy one to target for a taboo - probably +5 hand size would be fairer as keeping cards in your hand unused is a bit of penalty as it stands. Either that or you could taboo how it interacts with myriad cards, e.g. it makes one additional copy in your hand not count towards deck size - or something like that. I think a big nerf would be quite harsh, as it's a key tool for big hand decks generally.

@Rolandironfist Thanks for the comment. Personally I think it's a slippery slope to limit uses of Working a Hunch per round, as decks which are going infinite but will reshuffle their decks should have the option to play it more than once if they draw it to make the effort worthwhile. There's also other legit ways you can recur this (e.g. Shrine of the Moirai played by Darrell Simmons or just by another investigator as anyone can activate it) that would get punished if you put a limit on it directly. I would taboo elsewhere because of this, likely the easiest way to correct infinite would be to limit the amount of actions in a turn (fast or otherwise) that you can have - however this would be tedious to keep track of so it would be inelegant. It's definitely hard to get right!

Aug 01, 2023 HungryColquhoun · 3325

@Rolandironfist I meant "aren't going infinite", fast typing in the morning before work...

Aug 01, 2023 Weges · 79

On the taboo discussion: Why not add a rule that states going through your deck twice in one round will make you insane? Seems fitting enough..

Aug 02, 2023 HungryColquhoun · 3325

@Weges Thanks for the comment. I think the main reason to keep tabooing infinite play is if it can bring conflict to gaming groups (where one character is playing infinite, and the other 3 are playing normal, and they don't know each other well enough to be upfront about it).

Otherwise, it's easy enough to self-moderate, and it still doesn't guarantee an automatic win; in playtesting this in Dream-Eaters campaign A, the randomly generated boss at the end was 18 health dealing two damage and horror per hit (I think it was the worst possible combination, and difficult as balls for two-player). So, while it makes things easier, depending on the campaign it doesn't mean guaranteed victory as you'd think it might do.

I think I'll still play infinite from time to time, but I have the self-control to not play infinite as well. As it is a playstyle that people are interested in, what I was looking for here was a deck that does that play-style decently while keeping XP costs of critical upgrades low - which I think this accomplishes very well.

Aug 11, 2023 jgslc · 19

Looks like a fun deck to try. When you had Chronophobia, how did you avoid drawing that every turn and blowing two actions per turn? Did you leave it on the board and soak it somehow? It seems like drawing your weakness every turn makes this potentially a tricky deck, depending on what random weakness you end up with.

Aug 11, 2023 HungryColquhoun · 3325

@jgslc Yeah it was decent, this was my first time trying infinite as mentioned so I was surprised how well it worked!

And Chronophobia is direct horror so there is no way to soak it unfortunately! I would keep it in play for as long as was feasible (i.e. not activate the discard) as Scientific Theory can soak other non-direct sources of horror, but it does eat away at you and it was a very bad weakness to randomly draw (but I wanted to stick with it to appropriately stress-test the deck). I would say its only blessing is that it can stay in play, as when you're going infinite you'll rely on Cryptic Research for draw and so weaknesses that become one of the cards in a 3 card deck are no good (the majority of weaknesses do stay in play through).

If you're really in a bind with weaknesses like that you can choose to un-infinite yourself - commit a lot of cards from your hand to get a fat discard pile (and so bigger deck in the next cycle), and just don't use your card draw. Ursula is quite good with her free investigate anyway, and Eon Chart plus Cryptographic Cipher also can give you a lot to do in a turn.

I guess with similar bad weaknesses my advice would be to push your luck as much as you're able with going infinite, but better still keep your fingers crossed when drawing a weakness and hope to get Nihilism instead!

Aug 18, 2023 camipco · 35

It seems to me this deck is dramatically stronger if you random into a basic weakness that goes into play. Like a Chronophobia would be delightful, while an Overzealous would be brutal.

Which I like the rule playingboardgames has suggested that you random your basic weakness before deckbuilding, not after.

It would be clunky, but a general rule that any particular card can only be played at most 2 times per round per player would likely deal with all infinite combos, even if they didn't involve cycling the deck, but would still allow these decks to be pretty powerful since they could run a couple of full cycles each round (like with this deck, you'd still be able to play 4 cryptic researches / round, which seems good).

Aug 18, 2023 camipco · 35

Just saw you had Chronophobia, confused why this was tricky. Isn't the point of going infinite that you can get loads done each turn, so don't have to deal with hardly any end of turns / encounter draws?

Aug 18, 2023 jgslc · 19

@camipco I assume it gets tricky because it is direct horror. You can't leave it in play too many times before that becomes a problem. I haven't played this yet, but I assume that even on infinite you can't afford to lose two actions per turn very often. Then again, maybe I'm wrong, which is why it is called infinite...

Aug 18, 2023 HungryColquhoun · 3325

@camipco For your first comment, yes all infinite decks are quite weakness dependent (and Overzealous would be deadly!). Deck building after weakness draw works, but takes a lot of time - I like to have decks and upgrade routes planned before I attempt a campaign to reduce downtime (even if you deviate from an upgrade path, it's still easier than going completely on the fly). If you're keen to house rule against infinite play then 2 plays per round per player per copy in your deck sounds like a reasonable fix - it may be hard to keep track of as a further rules overhead though.

On being confused why this is tricky for your second comment, you're forgetting that scenarios themselves will put in road blocks that stop you causally blitzing through - e.g. only advancing Acts while all investigators are on the same location in multiplayer or at the end of the round (or in the last scenario of Dream Eaters A, doing obscure tests on locations to progress - only one of which was intellect - and needing specific circumstances to allow you to do the tests in the first place). Plus there's limits on what this deck can do in terms of enemy control if swamped, which this was at various points playing 2 player. Infinite does still take a few turns to set up as well, while this does it faster there's no deck which is going to go infinite turn 1.

While it's easy to theorise why a weakness wouldn't be a problem, it's much different putting it into practice. Generally I would say while going infinite is an easier button, there's no easy button in Arkham LCG!

Aug 19, 2023 camipco · 35

@HungryColquhoun

Appreciate the thorough reply.

I hear you about wanting to plan your decks and avoid downtime. Changing just a card or two after drawing a weakness would be nice, although of course that can always be done after the first scenario without house rules. In the case of Chronophobia, I wonder if Idol of Xanatos would do the job (with Relic Hunter), and has the added bonus of the style points for being a non-seeker Relic. Or, less cute, just a copy of Logical Reasoning.

True about the road blocks, although it is a rare scenario that has more than a handful of these. I do get that this deck doesn't just neutralize Chronophobia. However, dealing with Chronophobia with this list still seems preferable to either this list with any non-trivial weakness that doesn't go into play, or to Chronophobia in a regular Ursula deck that can't hunch and shortcut around multiple locations and clue stacks in a turn.

Aug 19, 2023 HungryColquhoun · 3325

@camipco I like to be thorough - always good to have in-depth discussions about the game and deck building!

Yeah both Idol of Xanatos and Logical Reasoning would be good solutions. As you say I suppose the rules do already have an avenue for dealing with this in that you could just spend XP to swap in level 0 cards to deal with your weakness, but I don't think most players want to do that! I think whatever works best for people and allows them to enjoy the game is the right approach, as always.

And yeah definitely Chronophobia is much better than things like Overzealous, but arguably quite a bit worse than other persistent weaknesses like Nihilism, Atychiphobia, Haunted or Hypochondria. Equally Drawing the Sign likely ruins this deck as a persistent weakness (I'd have to math out the drop in max hand size vs. the limits of card draw per turn to be sure!), so there are persistent ones that are worse than Chronophobia too.

I would say even with a bad weakness like Overzealous, infinite decks are designed to do a lot with few actions so this deck still has plenty without going infinite - the tempo is still very strong. I guess that's probably what makes them an easier archetype once people get the hang of it, because the action economy is always resilient regardless of what gets thrown at you.

Sep 20, 2023 jgslc · 19

I’m about halfway through TSK with this and having somewhat mixed results. It is awesome towards the end of each scenario when I’m close to infinite, but it is often too little too late because early in the scenario you’re always caught in a catch 22 of failing tests or having to toss cards for pips which then fattens the discard. The high shroud values in TSK make this tricky. Upgrading Scientific Theory might help.

Sep 20, 2023 camipco · 35

@jgslc I haven't played this one more than a few scenarios, but in general with decks like this it's often a good strategy to invest more of your early actions in setting up than you normally would. Of course, there's only so much you can avoid if the encounter deck is throwing stuff at you. Your events other than Cryptic Research especially are often better thrown at encounter tests than they are played until you start cycling.